![]() |
Nobody's at S29. You're at X29, with the big goofy mustache.
http://www.ddwiki.saxypunch.com/imag.../Delicport.png (most Irons-y I could get on short notice, which is to say: not very) |
|
Oh awesome, I look like some kind of insane Russian from a C&C sequel
|
Pang, as I didn't specify which daily spells I was taking, I'll stick with Acid Arrow and Expiditious Retreat.
|
Someone should update the story Wiki - it's still stuck at preparations for the bar battle.
|
Well, if we're going to be honest not a whole lot that was interesting has happened since (hopefully I have learned my lesson about trying to design my own dungeons), but Brigid's unfortunate end ought at least be summarized. I'll try to take care of it in the next couple days if no-one else gets to it.
I have given the following lecture about 10 times now, so I'll keep it brief. LeHah, if you glance at your character wiki you'll see a section labeled At-Will Powers. These are all specific techniques you can use with your weapon (in your case, the bastard sword). While it's perfectly acceptable within the rules to just make a generic sword swing, it's significantly less tactically interesting. Each of your powers modifies your attack in some way to make it distinct. Brash Strike boosts your attack bonus, Cleave gives you a chance to hit multiple targets, and so on. The green powers are At-Wills; you can use them freely at any time, just as you would freely use "I swing my weapon at that guy". The red powers are Encounter powers; you can use each once per encounter. The black powers are Daily powers; you can use each once per adventuring day. Every player has stumbled over this, and every time I forget to explain it in advance. I blame myself :( |
If its any consolation, I was looking at my character sheet two nights ago and said aloud to myself "Wait, wheres my THACO?"
My mind is still stuck in this whole Second Edition world; 4E hasn't quite grasped my higher reasoning powers. |
I'll write up the Hargast debacle at some point if Pang can't be arsed as the continuation of the Lay of Bob.
Pang, I did technically say I was standing on the steps but that was only for dramatic effect, row Vis fine too! So what exactly are the rules about minions then? I assume they're just weak, generic enemies to carve through on the way to the boss in a fight? If nothing else, they make us look good, rather than spending three weeks chipping the health off a gnomish demi-god. |
They only have the one hit point, and attacks which normally do damage even on a miss don't damage them on a miss (because instakilling things by missing would be unspeakably lame).
That's about it! |
I like how you have to give the party jokemode battles now that the real muscle is gone.
^5 arg |
Man I'd rather have joke-mode over no-mode
which is the mode in which there is no battle because a bitch can't be bothered to show up Yeah but this is your basic laughably-easy-but-with-environmental-doodads tutorial fight, again I made sure to not include a doorway this time, so they can't all hide behind it |
Floating brains are pretty scary tbh
they can do anything |
Quote:
|
It's the thought that counts anyway. :(
|
Pang, how high is the mast for the purposes of spell and shooting ranges?
|
80 feet (or roughly 16 vertical squares); the crow's nest is at 60 feet (or 12 squares)
|
Cool. Are there any advantages of making ranged attacks from higher elevation? I mean, I'm not going to risk Bob's crappy acrobatics skills climbing shit if there's no benefit to it and getting up that high would put his basic spells out of range anyway but if it's going to be a protracted fight (Or more likely, if we run into a protracted fight later) he might be safer shooting arrows from up a mast somewhere, assuming he can find a spot where he doesn't need one hand to hold on.
Also I want to know how far away from the mast I need to be to stop the pirate mage from casting spells at me. |
Generally I've just been granting combat advantage (+2) for having the high ground.
As far as the enemy mage's range goes that is need-to-know basis metagame information http://www.saxypunch.com/miscimg/emot-colbert.gif PS there's no rule against casting spells one-handed |
How many turns would it take for Soggy to climb that pole, if he's climbing as fast as he can?
|
Soggy's top climb speed is 3, so theoretically only two turns, if you spent two moves a turn climbing.
|
Quote:
|
Alright, loading and firing a cannon: what kind of actions are we looking at for that?
Can I do it in one turn? Loading as a minor and firing as a standard? |
Logic would make me hope that the loading of the cannon (being the more time-consuming of the two) would count as a standard action, with the act of lighting a fuse being a minor.
At least if it's possible to actually do such a thing in one turn. |
Yeah, like wvlf says. Load standard, light minor. Cannonballs is heavy
|
What would be the skill roll, plus the bonus/penalties for hurling a sword?
Not exactly planning on it but just out of curiosity. |
| All times are GMT -5. The time now is 08:13 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2026, vBulletin Solutions, Inc.